Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ryumaru
Pages: [1] 2 3 ... 160

1
Devlogs & Projects / Re: Starr Mazer: DSP
« on: Today at 10:14:26 am »
Hey guys, I guess it's my turn.
Animation makes me want to curl up in a ball and cry, so I do the backgrounds :D Starr Mazer is the first project I've worked on that has had an actual release ( well I guess there was Dungeon Dashers as well, but DSP feels more official). By far the biggest team I've worked with, which led to a dynamic completely different than I'm used to. On freelance stuff I usually self art direct, and have nearly full control over the final output ( besides client suggestions).  Level 1 of DSP was a beast with it's 3  transitions, and Kirk, Maximo, the programmers, and even the sound guy had their hands in it some way; mostly palette and layout edits. Here's some of the more interesting files from my folder:

Where it all begins!



First version of the clouds



Final version with modified palette, and flatter background clouds. Originaly the clouds were going to be mostly stationary to be in the far distance, but rightly so, the team decided to have them all move at a considerable rate, making for a more dynamic segment



Rough smoke clouds with some unused building assets



Background set piece: abandoned gate. Cute story behind this asset, it was supposed to be the gate that the player goes through to speed up, but we didnt want to tax the programmers with the issue of collision and giving it translucency when sprites pass through it, so I came up with an easier solution, and stuck this in the background with some battle damage. Felt kind of fitting to find such a use for an asset that was literally scrapped



Mockup segment of the Numspa Gate, including the light based circular gateway at the beginning that replaced the asset above. PPD did the space background that lies beneath this, and is present throughout the game



A lot of this was done under the crunch of EA. I hope to redouble my efforts and make some even cooler stuff for acts II and III :]

2
Challenges & Activities / Re: The Daily Sketch
« on: August 28, 2016, 09:34:05 pm »
When the scribble technique goes well:



When it goes poorly:



When you question your whole life:


3
Challenges & Activities / Re: The Daily Sketch
« on: August 23, 2016, 12:10:21 am »
Looking sexy, wolf  :-* is it pure imagination?

Skull warmups from life. Usually my first drawings of the day so not going for greatness. Just getting the hand moving



A fun process, starting from abstract scribbles and turning it into something. with such memorable characters as guy, wiz, demon bunny knight !!!, badass shaman dude, and ~Raven Knight~


4
Challenges & Activities / Re: The Daily Sketch
« on: August 15, 2016, 03:04:29 am »
good stuff guys, keep it up!
wolfenoctis: looking good :D I too am on the journey of attractive anime bodies. It's a lot harder than most people make it seem.

Some skulls from reference:


5
Challenges & Activities / Re: The Daily Sketch
« on: August 09, 2016, 01:15:09 am »
Been trying to draw figures from imagination daily, this page was about 2 weeks ago. Definitely getting better now


6
Pixel Art / Re: [C&C] profile picture WIP
« on: August 07, 2016, 08:02:09 am »
A great little tutorial by vedsten, perfect for this situation:



7
Pixel Art / Re: [WIP & C+C] Male Anatomy
« on: August 04, 2016, 06:56:18 am »
heyy there, this is a really good start. Nothing much seems too off to me with the anatomy, the neck looks solid, and the new hands are definitely an improvement. The only thing I can see is it feels a bit "tame". Like a bodybuilder in a demon cosplay, as opposed to an actual demon. I played around with it a bit, and came up with some edits, most of which are more subjective than anything:



1: The bottom of the chest is usually closer to a full headlength down. Your higher chest is definitely within the realm of believability though, and could be a style/aesthetic thing.

2:  With some slight variation in contour, you can bring more hardness and definition into the musculature. Right now everything is a bit on the round side

3: I elongated him mostly for style. You could also go the other way, making him shorter and more impish like the concept art.
Both can work. With fantasy stuff I'm of the opinion it's better to push a little too far in the dynamic range than be safely in the average. Also includes various changes to the abs, mainly trying to give them a more interesting shape, and have the ribcage underneath feel more present.

4: Colored him just to get a better sense of the end result. The skin palette itself is a bit high in saturation and value. Could use more range.

5: Just having fun here. A heavier line art style might be interesting.

6: He was a little cold without pants.

Hope this is of some use to you! Glad to hear you're getting back into art after a long break.  ;D

also, here's the reference I was using as I made this edit. The gnarly, skinny muscular type seems to be fitting for this sort of thing:


8
Pixel Art / Re: [C+C][WIP] Some beach..
« on: August 03, 2016, 10:00:16 am »
Hey! cool progression. The first one had it's flaws, but I actually enjoyed it as well. The light house, as well as the bucket and towel seemed to indicate narrative/ gameplay ( the lighthouse being a place to go to later, and the items perhaps things to interact with/ acquire?)
As for the new one, I think the biggest issue is piggybacking on some of the colors of your reference, as well as not using the scale of your details to your advantage. You have multiple evenly spaced "bands" in your ocean, with only a few similarly sized ripples to try and blend them. Something more gradual, and with more variation would work better here.
 My edit is more on the "realistic" side, but it could easily be toned back down to something simpler and cartoony. However, the fundamentals remain the same.



Here is the reference I used. Things to note are the more natural colors of the ocean, and it having less contrast due to being further away.



Games with art you like are a great source of reference, but don't forget about reality, too! Of course even better than pictures is seeing the real thing, but not many can go look at a lonely shack on the beach cliff whenever we want.

Good work so far; keep pushing pixels  :y:

9
Pixel Art / Re: Can you give some tips for a newbie?
« on: August 03, 2016, 09:04:42 am »
Hey there, welcome to the forums!

These are good starts for a beginner :] Not much here to critique. Your "characters" could use a bit more contrast; the dark mood is nice, but they blend in a little too much to the background color.

Keep pixeling! You've started nice and small which is good, now do something more ambitious so you can mess up more! That's how we grow. Perhaps try a full mockup with background and ui.

10
Pixel Art / Re: First Project
« on: August 03, 2016, 05:42:49 am »
Hey there, welcome to the forums!

Great start here! Ice is a quite complex subject. the environment it is in will influence it greatly. In the shadows, you often can see through to the other side due to it's transparency.

You're right in assuming it needed more contrast, and some specular highlights to really make it pop.

If it's going to be an avatar, shoot for the stars. I recommend giving it an environment for context. Have fun with it! I might have gone a bit far. Enjoy  :crazy:


Pages: [1] 2 3 ... 160